public Player(Game game, World world) : base(game) { this.world = world; myDrawable = new MyDrawable(game); // TODO: Construct any child components here; }
/// <summary> /// Allows the game to perform any initialization it needs to before starting to run. /// This is where it can query for any required services and load any non-graphic /// related content. Calling base.Initialize will enumerate through any components /// and initialize them as well. /// </summary> protected override void Initialize() { // TODO: Add your initialization logic here base.Initialize(); world = new World(this); }
public Item(Game game, Vector3 loc, Vector3 size, int type, World world) : base(game) { // TODO: Construct any child components here this.world = world; this.location = loc; this.size = size; }
public static World getWorld(Game game, GameType gameType) { if (singleWorld == null) { singleWorld = new World(game, gameType); game.Components.Add(singleWorld); } return singleWorld; }
private World world; //necessary??? #endregion Fields #region Constructors public MeHider(Game game, World world) : base(game, world) { // TODO: Construct any child components here this.world = world; }
public Rock(Game Game, Vector3 vector3, Vector3 vector3_2, int p, World world) : base(Game, vector3, vector3_2, p, world) { // TODO: Complete member initialization }
//is countnum necessary?? public MeSeeker(Game game, World world, int countNum) : base(game, world, countNum) { // TODO: Construct any child components here }
public Hider(Game game, World world) : base(game, world) { // TODO: Construct any child components here }
public Seeker(Game game, World world, int countNum) : base(game, world) { // TODO: Construct any child components here this.countNum = countNum; }